did they add any AI yet in the game?
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did they add any AI yet in the game?
in short, i stopped doing battle content.
there's no excitement, there's nothing worse than doing a battle for the first time and having someone telling you where you have to fight, the skill rotation of the boss, move here, move there, stack now...
And when you go for a second time, the battle turns into a choreography, right feet here, left feet here then phew!
For the guy sayins this is a MMMORPG and not an action game, you're wrong, most modern RPG uses AI system even some 10years old rpgs, these scripted battles were more used in lateral scroll than rpgs, these battles are the result of premature release, ppl will get bored soon, and SE will be forced to change this horrendous battle design if they want to keep the subs for a long time.
Also in a videogame an AI is just an action-reaction code, it's still a script but it introduces some randomness and responsive behavior, ofcourse to make this work they must first get rig of all 1shot mechanics that are nothing more than a lazy design method.
And for the ppl saying "randomness=bad", i think none here is asking for full randomness, that would be stupid.
All boss encounters in FFXIV use what we internally refer to as a monitoring program and gambit algorithms to dictate their behavior.
The monitoring program takes the following factors into account for every encounter:
The number of participating players
The HP and enmity level of all participating players
The HP of the boss enemy
The boss enemy's target
Time elapsed since the beginning of the encounter
By monitoring these factors, bosses are able to transition from one phase to the next, and activate certain abilities such as Titan's Upheaval or the fully charged ADS in Turn 2 of the Binding Coil.
Sounds like AI to me.
Ofcourse, changing fron rotation 1 to rotation 2 based on time and HP is a kind of AI, but that's just semantics, the truth is that all the bosses just repeat the same routine over and over again, in simple bosses like caduceus, ifrit HM and almost every dungeon boss you don't notice at all, but the routine of bosses like ex primals and HM ultima,titan and garuda is quite evident, because if you, or a party member doesn't know said routine you'll fail.
This game is based on the holy trinity of the MMO genere, tank, dps and heal, victory should be decided based on your skill to play your role, not memorization, i'm sorry but a dance is not a fight, this isn't west side story and highly scrpted battles like ex primals are just not fun.
In TERA, mobs tended to act differently depending on what range you were at and would use different attacks depending on what angle you were attacking from (side, back, front, etc). They also actively dodged your attacks and would seek to knock you down.
*sigh* Loved that combat system so much.
AI Titan:
Titan always aims landslide at the healers
Titan always aims weights at the healers
Titan always double gaols the healers only or the dps only
Titan adds always goes for the healers and ignores the OT
Titan pretends to be attacking the tank...and then turns around to mountain buster the rest of the party
:)
Right buddy. You make it somewhere along the lines of some real progression and fight the game's scripted mechanics up to Turn 5 then you can come back and say whether or not the game needs it. Game already punishes you enough at the high end encounters with mistakes = death. Why would you want to see the game become progressively more difficult and expect people to like that when you yourself haven't even done the game as it stands?
Most if not all MMO's are based on scripted mechanics because that creates the most stable fights to balance around. You want an MMO with AI? Go back and fight Absolute Virtue in FFXI.
True it'll be nice if there were more movesets of mods. I know kendraps will knock you back when close ranged and then use ranged attacks when far away.
I wonder if they can remove those aoe indicators? It'll certainly make for a challenge. Then again many mmorpgs have those.